Tags: Galactic Republic, Light Side, Dark Side, Jedi, attacker
Basic: Deal physical damage to target enemy with a 50% chance to attack again. If this attack scores a critical hit, gain offense up
Special: Deal special damage to all enemies and remove 10% turn meter for each buff they have. If the target enemy has 5 buffs or more, inflict buff immunity and offense down. If they have 10 buffs or more, also dispel them with a 50% chance to inflict ability block
Unique: If there are any start of match bonuses, there is a 65% chance to nullify them
Unique: Enemies lose 30% dodge chance vs Krell and Krell's crits cannot be avoided
Here's what i think you should change: make his first unique be guaranteed to nullify start-of-match bonuses, change his second unique to something else entirely since it doesn't do anything that great, and slap on some more debuffs for his special to really punish chirrut
Here's what i think you should change: make his first unique be guaranteed to nullify start-of-match bonuses, change his second unique to something else entirely since it doesn't do anything that great, and slap on some more debuffs for his special to really punish chirrut
Guaranteed might be a teensy bit op for a unique. But I could definitely have more debuffs.
Cool ideas dude. I've wanted to make a krell proposal for a while, so I might as well make it here.
General krell Dark side, jedi, galactic republic, tank
High damage tank that calls allies to assist while debuffing them
Basic: Double bladed light club
Deal physical damage to target enemy and deal damage a second time. If the target was buffed, deal damage a third time. If general krell was debuffed, deal damage a third time. Each hit has a 25% chance to stagger the target for 1 turn. Hits after the first deal 50% less damage.
Damage: 3,000ish - 4,500ish
Special: Forced assault
Call target ally to assist, then grant them taunt, retribution, and defense down for 3 turns. These effects cannot be dispelled.
(This could also be an effect of its own, similar to bounty hunters resolve or armor shred)
3 turn cool down
Leader ability: Merciless command
Clone allies gain 20 speed and 30% offense, and lose 30% defense. Other allies gain half those amounts. If an ally's attack is evaded, they gain 20% turn meter and lose health equal to 5% of their max health.
Unique: cruel general
General krell has 50% counter chance. Additionally, any time general krell uses an ability, he calls one ally to assist dealing 30% more damage, then exposes them for 2 turns.
Zeta: If target was debuffed, call an additional ally assist with the same effects granted.
Raw stats:
Health- 19,000
Protection- 18,000
Speed- 140
Explanations: I designed krell to be pretty strong on his own, but destructive to his allies. He uses his allies to good effect, but he'll end up killing them eventually, like he does in the clone wars. As for his stats, the dudes pretty tanky, and is also pretty fast and a hard hitter, like in the clone wars. I made his leader ability the way it is, because he gives the clones good strategies, but they don't usually involve the soldiers enacting them not dying. As for the name of his basic ability, double bladed light clubs, light clubs are just light sabers that are simpler made for larger beings, meaning they are over all greater in size than your average light saber, and give off a lower sounding buzz when activated.
I hate krell since he's so **** selfish and no true affiliation he should call assist or anything all he should do is benefit himself at the cost of all around him ally's and enemies alike
I hate krell since he's so **** selfish and no true affiliation he should call assist or anything all he should do is benefit himself at the cost of all around him ally's and enemies alike
That's kinda what I tried to do. He orders people around whether or not it endangers them. The assists are more like him forcing his allies to attack for him and then exposing themselves
Here's what i think you should change: make his first unique be guaranteed to nullify start-of-match bonuses, change his second unique to something else entirely since it doesn't do anything that great, and slap on some more debuffs for his special to really punish chirrut
Guaranteed might be a teensy bit op for a unique. But I could definitely have more debuffs.
Pre-Taunt needs a counter tho. I don't think it's any more OP than Pre-Taunt...imho. I could do without Krell for a very long time though. I'm just not that personally interested in him.
Replies
General krell
Dark side, jedi, galactic republic, tank
High damage tank that calls allies to assist while debuffing them
Basic: Double bladed light club
Deal physical damage to target enemy and deal damage a second time. If the target was buffed, deal damage a third time. If general krell was debuffed, deal damage a third time. Each hit has a 25% chance to stagger the target for 1 turn. Hits after the first deal 50% less damage.
Damage: 3,000ish - 4,500ish
Special: Forced assault
Call target ally to assist, then grant them taunt, retribution, and defense down for 3 turns. These effects cannot be dispelled.
(This could also be an effect of its own, similar to bounty hunters resolve or armor shred)
3 turn cool down
Leader ability: Merciless command
Clone allies gain 20 speed and 30% offense, and lose 30% defense. Other allies gain half those amounts. If an ally's attack is evaded, they gain 20% turn meter and lose health equal to 5% of their max health.
Unique: cruel general
General krell has 50% counter chance. Additionally, any time general krell uses an ability, he calls one ally to assist dealing 30% more damage, then exposes them for 2 turns.
Zeta: If target was debuffed, call an additional ally assist with the same effects granted.
Raw stats:
Health- 19,000
Protection- 18,000
Speed- 140
Explanations: I designed krell to be pretty strong on his own, but destructive to his allies. He uses his allies to good effect, but he'll end up killing them eventually, like he does in the clone wars. As for his stats, the dudes pretty tanky, and is also pretty fast and a hard hitter, like in the clone wars. I made his leader ability the way it is, because he gives the clones good strategies, but they don't usually involve the soldiers enacting them not dying. As for the name of his basic ability, double bladed light clubs, light clubs are just light sabers that are simpler made for larger beings, meaning they are over all greater in size than your average light saber, and give off a lower sounding buzz when activated.
http://starwars.wikia.com/wiki/Lightclub
I hope you guys think this is cool n'stuff. I really hop krell is added, as he'd make an interesting toon. Enjoy
That's kinda what I tried to do. He orders people around whether or not it endangers them. The assists are more like him forcing his allies to attack for him and then exposing themselves
Pre-Taunt needs a counter tho. I don't think it's any more OP than Pre-Taunt...imho. I could do without Krell for a very long time though. I'm just not that personally interested in him.